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Dunkel grins a dwarven smile, mostly hidden by his beard as he holds slightly dirty hands up in an amiable gesture.
"Aye... aye..."
He considers winking at the tengu, but just stops short.
Diplomacy (aid Thorn) DC10: 1d20 - 1 ⇒ (4) - 1 = 3
Shouldda winked...

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Doubtful shifts out of Imrana's way, as the woman starts trying to look between his legs, the look on his face clearly questioning her sanity yet again.
He does however glance around as Wyatt mentions an observer, surprised to have not noticed himself. He of course fully expects trouble, despite the stranger's initial response.
"Bloody Aspis." He mutters unhappily, at the news the group might have a much stronger hold on the Deepmarket than they were lead to believe.
His eyes shift between the strange tengu and the shadow female figure with equal suspicion.
Great, drug addict bird will probably sell us out for a high. Not an auspicious first contact =) Perhaps we wanna feed his need, so he goes and passes out for a day or two... The woman seems a better choice for info =)
Are we at the Deepmarket yet? Or still a ways to go?

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Jair continues to work on the Tengu Opium ? Not on me, but I can give you something more ... subtle.
So the Aspis is now in charge of Deepmarket ? They attack a warehouse with the help of some Lantern Traitor, I suppose you talk about the old faction of the Pathfinder, isn't it ?
You said all the entrance are now guarded by the aspis and that it's far from here, could you help us go there ?

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The Tengu responds to Jair. "Not warehouse. Big building far away. I think I sailed there once. Before the opium. The entrance is so far. Kuniko is too tired to walk."
Thorn and Wyatt get the suspicion that the other voice is coming from an invisible source, close to the ground.
"I do not need objects. I know things that you do not. Can you tell me something I do not know?"
A bit of RP and a Knowledge check of your choice would be good here. Doubtful, GMG lists opium at 25 gp/dose. While buying it is not Core legal (and not generally PFS legal at all), bribes in similar increments are. I also could have been more clear about the Deep/Undermarket distinction. You're in the general Undermarket now, the series of caverns that are often home to shady activity. The Deepmarket is the deepest caverns, with the shadiest activities.

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Wyatt nods
"Well, that depends on whether you want something serious, or something whimsical/practical. In the case of the former, recently, I was in the Mwangi Expanse, at an Ancient Azlanti ruin beset by an army of charau-ka; I touched a strange sphere, and my consciousness was hijacked to control a massive cold-iron golem as part of a security protocol. I can provide the location, if you like."
He then smirks.
"If, however, you are after something more whimsical, try this on for size - cotton candy can be difficult to get out of hair, and annoying if you don't want to smell like a sweet factory. I recommend chilling it - at lower temperatures, it should crack and fall out... The candy that is, not your hair!"
Both pieces of information are based off Wyatt's IC experience ;-)

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Can the rest of us talk to the mysterious female, or only Wyatt and Thorn?
Hearing Jair mention opium, Imrana nods and gives a voiceless "Ohhhhh!" as she finally makes the connection to the tengu's weakness and shakes.
"Drugs are not good for you. I would recommend seeking a support group and medical assistance. I am certain that one of my contacts with the Silver Crusade would be able to connect you with the appropriate support."
Diplomacy Assist vs Tengu: 1d20 + 0 ⇒ (10) + 0 = 10

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"Secrets? Secrets and Knowledge I know." Thorn drops the slang for now, "let me tell you of far away Kaer Maga. It's a massive cliff city built on the ruin of a city so ancient they say it predates men. The whole city reminds me of Undermarket, everything is for sale somehwere. Troll predict the future by cutting open their bellies. Halflings...."
Thorn continued for quite some time. Knowledge (Local): 1d20 + 12 ⇒ (8) + 12 = 20
-Posted with Wayfinder

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We could help you find a way to get you rid of your fatigue, Kuniko. I could buy you a dose and another one once we get there.
Diplomacy vs Kuniko: 1d20 + 7 ⇒ (9) + 7 = 16 +1 if he could be sexually attracted to Jair, +2 with Imrana's help
Letting the Tengu thinking she turns to where the sound of the voice seems to come from.
I know a lot of Secrets my friends. Secrets that could only be whispered in the shadows. I've read a book called The Darklands Precepts. In this book, we are taught of the existence of the Drows... Black elves, with a skin as dark as the night and a heart as cold as ice. Whispering with demons to destroy the surface, fighting for the supremacy of the underwold.
Know. Local : 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22

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What if...what if...you got me some opium and we share it, here?' the Tengu asks.
You might not get too much more from this poor creature.
The mysterious figure giggles, and says, "Ooh! Most interesting. Tell me more! What about the rest of you? Yrishi will show you the way. Becoming visible, a grey, furry creature, resembling a legless fox, wriggles into the street.
"You have asked about the Pathfinders. One who wears a wayfinder has worked for Tseka for several years now."
Knowledge Arcana to identify the creature, and a picture will be provided later.

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Arcana: 1d20 + 6 ⇒ (16) + 6 = 22
"Ach! If ye need a hole dug ah' gotcha covered lil' uhh, fox...?"
Dunkel holds out a hand, wondering how it'd be shaken and instead turns it into a gesture off into the distance apparently indicating digging a hole in some... obscure... dwarven manner.

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Knowledge (religion): 1d20 + 10 ⇒ (1) + 10 = 11 To remember something to tell the creature
Imrana keeps looking around the market, taking notes. She doesn't appear to be paying much attention to the creature.
"Are you aware that Aroden, the God of Humanity, has Arazni as his herald? She is--"
Imrana suddenly becomes aware of what she's saying.
"Wait, what year is it again?"
She digs around in her haversack until she produces an Absalom newspaper.
"Oh. Nevermind. I confused the year again."

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Knowledge(Arcana): 1d20 + 7 ⇒ (5) + 7 = 12.
Wyatt grins.
"Well, another time, I had to escort a tribe of goblins through the wilds between Irrisen and the Land of the Linnorn Kings. Let me tell you, *that* was a strange experience - there was a lot of bribery involving food and fire..."

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Slipping back into his more comfortable manner, "Sounds like the sloop ticket. A bit dodgy from a smoke snake fox, but I'm not about to go all Galtan about it."
"what she said, lead the way."
-Posted with Wayfinder

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Wyatt recognizes that you are talking to a Pipefox. Others know that these extremely small (Diminuitive) intelligent creatures are known for their insatiable curiosity and incredible ability to hide, both through mundane and magical means. They also possess the capability to perform magical divinations, and can understand any language.
While rare, they can be found wherever they find a topic of knowledge to obsess upon, though their selection can seem strange to more conventional academics.
Yrishi will lead you through the Undermarket, while the Tengu scarcely seems to notice you leaving. As you weave through about two miles of labyrinth tunnels, she continually asks you questions about the places you've gone and the things you've accomplished.
Eventually, she leads you to a checkpoint.
"Tseka is through here. They will not notice Yrishi pass, but they will notice you. I will meet you on the other side. Good luck!" with that, she turns invisible, presumably scampering off.
The checkpoint is a tunnel between two larger sections of cavern. Purple and yellow bioluminescent fungi line the base of the walls of this tunnel. A thin, shallow stream of water flows lazily through the passageway.
Two armed and armored men wait here. One strides forward, calling out "State your business!

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Jair under the disguise of some low-life blond avistani woman says to the guards
As everyone here, we want to sell some merchandises and buy other to make our travel worth the time.
We've heard that's we can sell and find everything here.
As for our business, don't ask, don't tell is a better politic than anything.
Bluff (take 10): 10 + 10 = 20 +1 if they could be sexually interested in Jair

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No need to give'em the harlot sales pitch."
On Wyatt's words and Jair's looks, Thorn simply nods in affirmation of the man's claims.

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Imrana continues her typical task of taking notes, feeling it more prudent to observe at this time. Her thoughts begin to wander, and after a few moments, she is no longer paying much attention to the current scene at all, her note-taking continuing along automatically.

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The guards begin to examine you each closely, though Wyatt's goods and Jair's good looks seem to keep their attention. They wave you on, telling you to say "the serpents rise again" to the next set of guards.
Yrishi rejoins you, and continues leading the way. When she begins to lead you down a side tunnel, an old man rushes up to you, warning frantically,
"Do not go that way! It leads to a place that was a temple of madness, then a place where people disappeared. Now the snakes have it!" before disappearing back into the crowd.
The tunnels open slightly into a small cavern that ends in a wall of worked stone. An iron door bearing a raised image of a three-eyed beast
on its face prevents entrance.
Knowledge Religon can ID the face. Map will be up after this weekend.

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"A three-eyed beast...that sounds vaguely familiar. Allow me a moment to collect my thoughts."
She closes her eyes, rapidly scrolling through memories like the index of a library.
Knowledge (religion): 1d20 + 10 ⇒ (6) + 10 = 16

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Knowledge (religion): 1d20 + 6 ⇒ (14) + 6 = 20
Dunkel hesitates as he looks at the door.
"Ach... snakes eh? Would'nae an Aspis be ah sort o' snake?"
Dunkel continues to size up the face.
"Ah'd think we should investigate jess t'be sure?"
Dunkel unstraps his waraxe, expecting some sort of trouble. He quickly adds to that with a quick application of magical armor (mage armor, wand, 42/50 charges remain).
And why not, since it lasts 4 hours...
He then kind of tucks away to the corner, muttering some necromancy, hoping that nobody really cares he's using such spells as his great granpappy once used 'ta.
False Life (temp HP): 1d10 + 4 ⇒ (6) + 4 = 10
HP: 45/45 (10 temp); AC: 14 (T10/FF14)
F: +7*, R: +1*, W: +3* (+2 vs poisons, spells, SLAs)
Telekinetic Fist (1d4+1) Uses Left: 5/5
Cure Light Wand Charges Left: 35/50
Mage Armor Wand Charges Left: 42/50
Spells (CL 4th; concentration +6)
1st — [ ] burning hands (DC 14), [ ] enlarge person (DC 13), [ ] feather fall, [ ] shocking grasp
2nd - [X] false life, [ ] see invisibility, [ ] spider climb
Stats above reflect mage armor is active

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Doubtful seems entirely unhappy about the entire situation, though not enough to register as anything other than his usual demeanor. He keeps one suspicious eye on the strange furry creature leading them the entire time.
Bloody Aspis seem to have quite the hold on this place." He mutters ominously, as the guards at the first checkpoint wave them through.
"We're probably walkin' into a trap." He adds later, as their guide leads them into the narrow tunnel.
Knowledge (religion): 1d20 + 4 ⇒ (8) + 4 = 12
He eyes the strange symbol on the door with a scowl, but does not seem to be able to offer any sort of insight.
"Don't look like a merchant house." He adds, with another sidelong glance at Yrishi. "Why this place?"
Seems like an unfriendly spot indeed. Will get one of the others to use his wand of mage armor on him as well... if only to save the couple of minutes of waving it around trying to activate it himself =)
He will also look about with general suspicious intent, in case trouble looms!
Perception: 1d20 + 12 ⇒ (15) + 12 = 27

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Know. Religion: 1d20 + 9 ⇒ (8) + 9 = 17
Yes, as the tengu said, the place was raided by the Aspis some time ago. Now they hold it as their hidden place here,in the Deepmarket.
May be because people think it's curse ? Giving more "power" to their operation and as a show of strength.
suggests Jair

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The face is none other than the symbol of Lamashtu. Doubtful can hear faint sounds of conversation through the heavy door.
As you get ready to go, Yrishi speaks, clearly nervous. "This place makes me feel uncomfortable inside. I'm going to wait here. If you don't come back after a couple hours, Yrishi will go find Li and tell her to save you."
Inside the structure, ceilings are normally 10 feet high, and dark. There are unlit torches mounted on the walls in every room.
Swinging open the Lamashtu-faced door, four exits lead out of the sparsely furnished room—an iron double door to the northwest, and three wooden doors leading south, east, and southeast. Worn wooden benches line the walls, and discarded bottles are scattered across the floor.
Three female ratfolk wait for you. Two, rapiers in hand but not held aggressively, look at you with stern expressions, while the central one, likewise idly holding her double-bladed sword, simply quietly asks, first in Tien, then with an irritated tone in Taldane.
"What's the passphrase?"

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"Looking to unload some items to see what demand our supplies matches up with." Thorn then gives the guard a piece of contraband. He's giving it to show what we've got, if he's expecting a bribe (and only if) Thorn continues, "Consider that a gift from a new business associate." Bluff: 1d20 + 3 ⇒ (13) + 3 = 16

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Jair stops Thorn to give them one of their artifact.
We hope to sell these objects to your boss and as my friend says, beginning a new association. We will be happy to provide you with a part of what we will be able to collect from their sale if you let us pass.
Bluff (take 10): 10 + 10 = 20 +1 if they could be physicaly attracted to Jair
@GM Lari do I know if to bribe them, we need to give them one of the object or a certain amount of money ?

Dungeon Master S |

If Jair picks a door, Thorn will follow, otherwise he heads straight to the South.

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Imrana furiously writes down notes about the encounter.
"Criminal enterprises are primarily interested in business relationships and qualtiy merchandise."

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Opening the middle door reveals a circular room are covered in painted scenes of fear and torment. The stone ceiling rises in a craggy dome that is haphazardly carved with disembodied eyes, talons, fangs, and other monstrous features.
In the center of the room, rusty brown stains run down from a circular dais, which holds a stained marble bowl and a collection of rusty daggers. A jagged black rune covers up most of the floor. Tattered and moldy bedrolls are pushed into the corners of the room.

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Thorn closes the door behind him before giving the room a once over (I have Trapspotter, but I'll be looking for anything of note.) Perception: 1d20 + 10 ⇒ (3) + 10 = 13

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Looks like there's more rooms beyond...
Dunkel keeps his arms crossed and waits for a sign from his "boss" (or "bosses" in the case of Thorn and Jair) to move in, continuing his effort to play "duergar thug for a smuggler".
Dunkel will move in when directed, presumably to pass through a door further on leading out of the circular room.

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Honestly I don't know. Thorn isn't very strong, and likely wouldn't, but I don't know if we ever said who was carrying the goods.

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Knowledge (religion): 1d20 + 4 ⇒ (4) + 4 = 8
Doubtful looks at the first room with an unhappy frown.
He doesn't say anything, though everyone can probably guess what's on his mind.
either of the two dwarves seem the most likely to be packing the goods, if its a carry weight issue... though Doubtful won't really want to (but that's not unusual)